Combat Rifle
Combat Rifle Type element is corosive
gd_weap_combat_rifle.A_Weapon.WeaponType_combat_rifle ?
gd_weap_combat_rifle.[Part Name]

The Base Combat Rifle has:

5000000 Damage
10000 Accuracy
4000.0 Rate of Fire
8000 bulets per mag

There are also some base damage changes, depending on the Manufacturer of the base weapon.

Tediore = +90% damage
Dahl = +1000 bullets per mag
Hyperion = +130% damage

On top of the above modifiers for manufacturer type, there are also material type modifiers for each manufacturer.

These are presented as "gd_weap_shared_materialparts.ManufacturerMaterials.Material_Manufacturer tag from below table_Level Number"

For a Hyperion level 3, it would look like this

"gd_weap_shared_materialparts.ManufacturerMaterials.Material_Hyperion_3"

Manufacturer Material level 1 Material level 2 Material level 3 (Green Description Text)
Atlas (Atlas_1) -3% Recoil Reduction, +50% Fire Rate, +Mag size, +10% Damage (Atlas_2) -3% Recoil Reduction, +50% Fire Rate, +mag size, +15% damage (Atlas_3) -3% Recoil Reduction, +50% Fire Rate, +mag size, +20% Damage
Dahl (Dahl_1) +23% Recoil Reduction, -2.5% Accuracy (Dahl_2) +29% Recoil Reduction, -2% Accuracy, +10% Damage (Dahl_3) +44% Recoil Reduction, -2% Accuracy, +20% Damage
Hyperion (Hyperion_1) +41% Recoil Reduction, +41% Accuracy (Hyperion_2) +46% Accuracy, +41% Recoil Reduction, +23% Fire rate, +20% damage (Hyperion_3) +50% Accuracy, +44% Recoil Reduction, +23% Reload Speed, +30% Damage
Jakobs (Jakobs_1) +36% Damage, -33% Fire rate (Jakobs_2) +25% Damage, -33% Fire Rate, +4% Accuracy (Jakobs_3) +50% Damage, -33% Fire Rate, -7% Accuracy
Maliwan (Maliwan_1) High Elemental Effect Chance (Maliwan_2) +10% Damage, +1% Accuracy, Higher Elemental Effect Chance (Maliwan_3) +10% Damage, +2% Accuracy, Very High Elemental Effect Chance
SandSMunitions (SandS_1) +Mag size (SandS_2) +10% Damage, ++mag size (SandS_3) +10% Damage, +++mag size
Tediore (Tediore_1) +41% Reload Speed, -15% damage, -4% Accuracy (Tediore_2) +46% Reload Speed, -10% damage, -3% Accuracy (Tediore_3) +50% Reload Speed, -10% Damage, -2% Accuracy
Torgue (Torgue_1) +20% Damage, +14% Fire Rate, -4% Accuracy (Torgue_2) +25% Damage, +14% Fire Rate, -4% Accuracy (Torgue_3) +31% Damage, +14% Fire Rate, -3.5% Accuracy
Vladof (Vladof_1) +31% Fire Rate, -4% Accuracy (Vladof_2) +33% Fire Rate,?4% Accuracy, +10% Damage (Vladof_3) +36% Fire Rate, -4% Accuracy, +10% Damage

The rest of this list I have updated as single part weapons on an Atlas base. Different effects may result from combinations.

Part Name Damage Mod Accuracy Mod Fire Rate Mod Tech Level Mod Recoil Reduction Extra Effect
acc.acc2_Intense - 15% - 2 - +300% critical damage.
acc.acc3_Corrosive -40% - - 6 - "Corrosive"
acc.acc3_Shock -40% - - 6 - "Shock"
acc.acc4_Deathly 20% - - - 25% "Deathly"
acc.acc5_Explosive -40% - - 6 - "Explosive"
acc.acc5_Incendiary -40% - - 6 - "Incendiary"
acc.acc_none - - - - -
Barrel.barrel1 -4% - - - -
Barrel.barrel1_starter -4% 20% - - -
Barrel.barrel2 15% -28% - - -20%
Barrel.barrel3 10% 50% - 1 -
Barrel.barrel4 30% 30% - - -35%
Barrel.barrel4_Dahl_Raven 35% 30% - 3 -20%
Barrel.barrel5 15% 130% - - 50%
Barrel.barrel5_Hyperion_Destroyer 18% 130% - 5 50% 10000% burst fire count when scoped.
Body.body1 -8% - - - - "CR"
Body.body2 10% - -20% - -30% "HVY"
Body.body3 -15% - 30% 2 30% "TCH"
Body.body4 20% - -30% - -50% "HLK"
Body.body4_Tediore_Guardian 25% - -30% 3 -50% Ammo regen rate 30%. "GRD"
Body.body5 20% - 50% 1 20% "AR"
Grip.grip1 - - - - - "Tediore"
Grip.grip2 - - - - - "Vladof"
Grip.grip3 - - - - - "Hyperion" ("S and S Munitions" for support machine gun)
Grip.grip4 - - - - - "Dahl" ("Torgue" for support machine gun)
Grip.grip5 - - - - - "Atlas"
Grip.grip5_Gearbox - - - - - "Gearbox"
mag.mag1 - - - - -
mag.mag1a_pounder 52% - -200% - - Add -6 rounds. 40% reload speed. -200% burst fire count.
mag.mag3 - - - - - Add 6 rounds. -30% reload speed.
mag.mag3_Dahl_Raven - - - 3 - Add 9 rounds. -30% reload speed. 200% burst fire count.
Prefix.Prefix_Acc2_Intense - - - - - "Intense"
Prefix.Prefix_Acc3_Deathly - - - - - "Deathly"
Prefix.Prefix_Damage1_Punishing 20% - - - - "Punishing"
Prefix.Prefix_LowDamage1_Short - - - 3 100% 60% reload speed. "Short"
Prefix.Prefix_Mag2_Support - - - - - "Support"
Prefix.Prefix_Technical - - - - - "Technical"
Sight.sight1 - 15% - - -
Sight.sight2 - 20% - - -
Sight.sight3 - 30% - 1 -
Sight.sight4 - 50% - - -
Sight.sight5 - 70% - - -
Stock.stock1 - - - - -
Stock.stock2 - - - - 40% -30% reload speed.
Stock.stock3 - - - - 30%
Stock.stock4 - - - - 80% -20% reload speed.
Stock.stock5 - - - - 100%
Stock.stock_none - - - - -40% 30% reload speed.
Title.TitleM_Dahl_Raven - - - - - "Raven" "2 more bullets make all the difference"
Title.TitleM_Hyperion_Destroyer - - - - - "Destroyer" "The destructor has come"
Title.TitleM_Tediore_Guardian - - - - - "Guardian" "Hold your ground… Forever."
Title.TitleU_Retail_Sentinel - - - - - "The Sentinel" "A watchful eye"
Title.Title_Accuracy1_Cobra - - - - 40% "Cobra"
Title.Title_Damage2_Stomper 50% - - 2 - Decrease bullet velocity. "Stomper"
Title.Title_Mag1_Pounder 10% - - - - "Pounder"
Title.Title__Rifle - - - - - "Rifle"
UniqueParts.Sentinel_Material - -35% - - - 50% reload speed.
UniqueParts.Sentinel_sight4 - 50% - - -

Note (as to strike-through): Elemental Tech multipliers are entirely determined (with some exceptions) by elemental tech level. These Elemental Prefixes do nothing for a gun except add somethin' like 1_Common rarity level to it. But, yes, they do correlate nicely with namely because of the next note.
Note (for clarity): These prefixes are applied to some guns when the above supposed effect is already met, i.g. should the parts less titles/prefix produce a gun have a 4x fire elemental multiplier, then the game engine may, after the condition is met, slap-on Prefix_DTIncendiary4_Combustion to it (e.g. Hx 530 C Combustion Hellfire).

Page tags: combat rifles weapons
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